MMR Tanking is a tactic in which a player will intentionally lose matches once they’ve reached their normal or equivalent opponent range in order to soften their MMR and create a scenario in which they can find easier opponents to hit for easier points.
MMR stands for “Match-Made Ranking” Or “Match-Making Rank”. MMR is an invisible number used in many games (such as League of Legends, online Chess simulators and Marvel Puzzle Quest) to pair players with opponents of similar strength, skill or capability, ideally creating a fair gaming environment for all.
The removal of MMR Tanking, then, is on the surface a wonderful idea. Removing it prevents players from gaming the system to create a favorable environment of easy wins. The underlying problem with this is that it over-stabilizes MMR - that is, the impact of legitimate losses is lessened or nullified as well. MMR Tanking is intentionally losing to reduce your MMR. This can only exist because in an MMR system, when you lose a game your MMR is reduced so that your next game will be easier. When you win, your MMR is raised so that your next game is tougher. This continues until the player and his opponents are on about equal ground, and as you play more and more games your MMR (should) stabilize, fluctuating less per win or loss (with exceptions for when you defeat someone with much higher MMR than yourself or lose to someone with much lower MMR than yourself). But through removing MMR Tanking and relying on level-based matchmaking, we’ve created an awful scenario for several groups of people, such as players with a shallow pool of maxed 3 stars that are ineffective (like Beast, She-Hulk, etc) or transitioners that have characters exceeding level 94 but not yet maxed, or even sub-optimally covered (like a level 101 2/4/5 Luke Cage). These players are now thrown to the sharks like 166Black Panther, 166Thor, 270Wolverine etc. In the past, they’d have played through lower ranking players, building MMR until they hit the wall, but after a few defeats the game would adjust and find players of their caliber through dynamic match-making rather than static character levels. Now…Seed Teams and done, if you’re unfortunate enough to find yourself in that scenario.
I personally am not amidst this plight, but I have a number of friends who are and, if this trend continues they will likely quit (impacting me more directly, at that point, as I will have lost fellow players to discuss the game with and share facebook rewards). More importantly, this will negatively impact virtually all the 2 Star players at some point, when they decide to begin their transition. The reason this is so disheartening is because this change was enacted for their benefit, yet in the long term will directly harm them.
What can be done to correct this? Either employ a more effective MMR system that performs more precise calculations to defer MMR Tanking yet still calculates Dynamic MMR / Elo rather than static character level, or significantly reduce PvP Progression rewards to ranges more appropriate for scores players of each tier are likely to reach and benefit from.
Tl;Dr - Removing MMR Tanking also removed legitimate MMR, and even if that helps you now it will hurt you in the future.